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[Fix] #39632 change_floor() の変数参照を整理. / Refactor variable reference in change_floor().
[hengband/hengband.git] / src / floor-save.c
index 0215f8c..a4db8af 100644 (file)
@@ -315,7 +315,7 @@ FLOOR_IDX get_new_floor_id(void)
        sf_ptr->visit_mark = latest_visit_mark++;
 
        /* sf_ptr->dun_level may be changed later */
-       sf_ptr->dun_level = current_floor_ptr->dun_level;
+       sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
 
 
        /* Increment number of floor_id */
@@ -396,7 +396,7 @@ static void preserve_pet(void)
 
        if (p_ptr->riding)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[p_ptr->riding];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
 
                /* Pet of other pet don't follow. */
                if (m_ptr->parent_m_idx)
@@ -421,9 +421,9 @@ static void preserve_pet(void)
         */
        if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->phase_out)
        {
-               for (i = current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+               for (i = p_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                        if (!monster_is_valid(m_ptr)) continue;
                        if (!is_pet(m_ptr)) continue;
@@ -459,7 +459,7 @@ static void preserve_pet(void)
                                }
                        }
 
-                       (void)COPY(&party_mon[num], &current_floor_ptr->m_list[i], monster_type);
+                       (void)COPY(&party_mon[num], &p_ptr->current_floor_ptr->m_list[i], monster_type);
 
                        num++;
 
@@ -470,9 +470,9 @@ static void preserve_pet(void)
 
        if (record_named_pet)
        {
-               for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+               for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
                        GAME_TEXT m_name[MAX_NLEN];
 
                        if (!monster_is_valid(m_ptr)) continue;
@@ -487,12 +487,12 @@ static void preserve_pet(void)
 
 
        /* Pet of other pet may disappear. */
-       for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+       for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
        {
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                /* Are there its parent? */
-               if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
+               if (m_ptr->parent_m_idx && !p_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
                {
                        /* Its parent have gone, it also goes away. */
 
@@ -578,10 +578,10 @@ static void place_pet(player_type *master_ptr)
 
                if (m_idx)
                {
-                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+                       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
                        monster_race *r_ptr;
 
-                       current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
+                       p_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
 
                        m_ptr->r_idx = party_mon[i].r_idx;
 
@@ -611,7 +611,7 @@ static void place_pet(player_type *master_ptr)
                        /* r_ptr->cur_num++; */
 
                        /* Hack -- Count the number of "reproducers" */
-                       if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
+                       if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
 
                }
                else
@@ -652,10 +652,10 @@ static void update_unique_artifact(s16b cur_floor_id)
        int i;
 
        /* Maintain unique monsters */
-       for (i = 1; i < current_floor_ptr->m_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -671,9 +671,9 @@ static void update_unique_artifact(s16b cur_floor_id)
        }
 
        /* Maintain artifatcs */
-       for (i = 1; i < current_floor_ptr->o_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
        {
-               object_type *o_ptr = &current_floor_ptr->o_list[i];
+               object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
 
                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -690,13 +690,13 @@ static void update_unique_artifact(s16b cur_floor_id)
  * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
  * @return なし
  */
-static void get_out_monster(void)
+static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
 {
        int tries = 0;
        POSITION dis = 1;
-       POSITION oy = p_ptr->y;
-       POSITION ox = p_ptr->x;
-       MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
+       POSITION oy = protected_ptr->y;
+       POSITION ox = protected_ptr->x;
+       MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
 
        /* Nothing to do if no monster */
        if (!m_idx) return;
@@ -722,27 +722,27 @@ static void get_out_monster(void)
                if (tries > 20 * dis * dis) dis++;
 
                /* Ignore illegal locations */
-               if (!in_bounds(ny, nx)) continue;
+               if (!in_bounds(floor_ptr, ny, nx)) continue;
 
                /* Require "empty" floor space */
                if (!cave_empty_bold(ny, nx)) continue;
 
                /* Hack -- no teleport onto glyph of warding */
-               if (is_glyph_grid(&current_floor_ptr->grid_array[ny][nx])) continue;
-               if (is_explosive_rune_grid(&current_floor_ptr->grid_array[ny][nx])) continue;
+               if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
+               if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
 
                /* ...nor onto the Pattern */
                if (pattern_tile(ny, nx)) continue;
 
                /*** It's a good place ***/
 
-               m_ptr = &current_floor_ptr->m_list[m_idx];
+               m_ptr = &floor_ptr->m_list[m_idx];
 
                /* Update the old location */
-               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+               floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                /* Update the new location */
-               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+               floor_ptr->grid_array[ny][nx].m_idx = m_idx;
 
                /* Move the monster */
                m_ptr->fy = ny;
@@ -769,11 +769,11 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
        int i;
 
        /* Search usable stairs */
-       for (y = 0; y < current_floor_ptr->height; y++)
+       for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
        {
-               for (x = 0; x < current_floor_ptr->width; x++)
+               for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
                {
-                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+                       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
                        feature_type *f_ptr = &f_info[g_ptr->feat];
                        bool ok = FALSE;
 
@@ -840,7 +840,7 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
                prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
 
                /* Mega Hack -- It's not the stairs you enter.  Disable it.  */
-               if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
+               if (!feat_uses_special(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
        }
        else
        {
@@ -858,14 +858,15 @@ static void locate_connected_stairs(saved_floor_type *sf_ptr, BIT_FLAGS floor_mo
  * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
  * @return なし
  */
-void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
+void leave_floor(player_type *creature_ptr)
 {
        grid_type *g_ptr = NULL;
        feature_type *f_ptr;
        saved_floor_type *sf_ptr;
        MONRACE_IDX quest_r_idx = 0;
        DUNGEON_IDX i;
-
+       FLOOR_IDX tmp_floor_idx = 0;
+       
        /* Preserve pets and prepare to take these to next floor */
        preserve_pet();
 
@@ -879,11 +880,11 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
 
        /* Temporary get a floor_id (for Arena) */
        if (!creature_ptr->floor_id &&
-           (floor_mode & CFM_SAVE_FLOORS) &&
-           !(floor_mode & CFM_NO_RETURN))
+           (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
        {
            /* Get temporal floor_id */
-           creature_ptr->floor_id = get_new_floor_id();
+               tmp_floor_idx = get_new_floor_id();
        }
 
        /* Search the quest monster index */
@@ -892,7 +893,7 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
                if ((quest[i].status == QUEST_STATUS_TAKEN) &&
                    ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
                    (quest[i].type == QUEST_TYPE_RANDOM)) &&
-                   (quest[i].level == current_floor_ptr->dun_level) &&
+                   (quest[i].level == p_ptr->current_floor_ptr->dun_level) &&
                    (creature_ptr->dungeon_idx == quest[i].dungeon) &&
                    !(quest[i].flags & QUEST_FLAG_PRESET))
                {
@@ -901,10 +902,10 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
        }
 
        /* Maintain quest monsters */
-       for (i = 1; i < current_floor_ptr->m_max; i++)
+       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
        {
                monster_race *r_ptr;
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
 
                if (!monster_is_valid(m_ptr)) continue;
 
@@ -937,19 +938,19 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
        }
 
        /* Extract current floor info or NULL */
-       sf_ptr = get_sf_ptr(creature_ptr->floor_id);
+       sf_ptr = get_sf_ptr(tmp_floor_idx);
 
        /* Choose random stairs */
-       if ((floor_mode & CFM_RAND_CONNECT) && creature_ptr->floor_id)
+       if ((creature_ptr->change_floor_mode & CFM_RAND_CONNECT) && tmp_floor_idx)
        {
-               locate_connected_stairs(sf_ptr, floor_mode);
+               locate_connected_stairs(sf_ptr, creature_ptr->change_floor_mode);
        }
 
        /* Extract new dungeon level */
-       if (floor_mode & CFM_SAVE_FLOORS)
+       if (creature_ptr->change_floor_mode & CFM_SAVE_FLOORS)
        {
                /* Extract stair position */
-               g_ptr = &current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
+               g_ptr = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
                f_ptr = &f_info[g_ptr->feat];
 
                /* Get back to old saved floor? */
@@ -967,35 +968,35 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
        }
 
        /* Climb up/down some sort of stairs */
-       if (floor_mode & (CFM_DOWN | CFM_UP))
+       if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
        {
                int move_num = 0;
 
                /* Extract level movement number */
-               if (floor_mode & CFM_DOWN) move_num = 1;
-               else if (floor_mode & CFM_UP) move_num = -1;
+               if (creature_ptr->change_floor_mode & CFM_DOWN) move_num = 1;
+               else if (creature_ptr->change_floor_mode & CFM_UP) move_num = -1;
 
                /* Shafts are deeper than normal stairs */
-               if (floor_mode & CFM_SHAFT)
+               if (creature_ptr->change_floor_mode & CFM_SHAFT)
                        move_num += SGN(move_num);
 
                /* Get out from or Enter the dungeon */
-               if (floor_mode & CFM_DOWN)
+               if (creature_ptr->change_floor_mode & CFM_DOWN)
                {
-                       if (!current_floor_ptr->dun_level)
+                       if (!p_ptr->current_floor_ptr->dun_level)
                                move_num = d_info[creature_ptr->dungeon_idx].mindepth;
                }
-               else if (floor_mode & CFM_UP)
+               else if (creature_ptr->change_floor_mode & CFM_UP)
                {
-                       if (current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
-                               move_num = -current_floor_ptr->dun_level;
+                       if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
+                               move_num = -p_ptr->current_floor_ptr->dun_level;
                }
 
-               current_floor_ptr->dun_level += move_num;
+               p_ptr->current_floor_ptr->dun_level += move_num;
        }
 
        /* Leaving the dungeon to town */
-       if (!current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
+       if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
        {
                creature_ptr->leaving_dungeon = TRUE;
                if (!vanilla_town && !lite_town)
@@ -1007,11 +1008,11 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
                creature_ptr->dungeon_idx = 0;
 
                /* Reach to the surface -- Clear all saved floors */
-               floor_mode &= ~CFM_SAVE_FLOORS;
+               creature_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
        }
 
        /* Kill some old saved floors */
-       if (!(floor_mode & CFM_SAVE_FLOORS))
+       if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS))
        {
                /* Kill all saved floors */
                for (i = 0; i < MAX_SAVED_FLOORS; i++)
@@ -1020,20 +1021,19 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
                /* Reset visit_mark count */
                latest_visit_mark = 1;
        }
-       else if (floor_mode & CFM_NO_RETURN)
+       else if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
        {
                /* Kill current floor */
                kill_saved_floor(sf_ptr);
        }
 
        /* No current floor -- Left/Enter dungeon etc... */
-       if (!creature_ptr->floor_id)
+       if (!tmp_floor_idx)
        {
                /* No longer need to save current floor */
                return;
        }
 
-
        /* Mark next floor_id on the previous floor */
        if (!new_floor_id)
        {
@@ -1043,32 +1043,32 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
                /* Connect from here */
                if (g_ptr && !feat_uses_special(g_ptr->feat))
                {
-                       g_ptr->special = new_floor_id;
+                       g_ptr->special = tmp_floor_idx;
                }
        }
 
        /* Fix connection -- level teleportation or trap door */
-       if (floor_mode & CFM_RAND_CONNECT)
+       if (creature_ptr->change_floor_mode & CFM_RAND_CONNECT)
        {
-               if (floor_mode & CFM_UP)
+               if (creature_ptr->change_floor_mode & CFM_UP)
                        sf_ptr->upper_floor_id = new_floor_id;
-               else if (floor_mode & CFM_DOWN)
+               else if (creature_ptr->change_floor_mode & CFM_DOWN)
                        sf_ptr->lower_floor_id = new_floor_id;
        }
 
        /* If you can return, you need to save previous floor */
-       if ((floor_mode & CFM_SAVE_FLOORS) &&
-           !(floor_mode & CFM_NO_RETURN))
+       if ((creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_NO_RETURN))
        {
                /* Get out of the my way! */
-               get_out_monster();
+               get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
 
                /* Record the last visit current_world_ptr->game_turn of current floor */
                sf_ptr->last_visit = current_world_ptr->game_turn;
 
-               forget_lite(current_floor_ptr);
+               forget_lite(p_ptr->current_floor_ptr);
                forget_view();
-               clear_mon_lite(current_floor_ptr);
+               clear_mon_lite(p_ptr->current_floor_ptr);
 
                /* Save current floor */
                if (!save_floor(sf_ptr, 0))
@@ -1088,10 +1088,10 @@ void leave_floor(player_type *creature_ptr, BIT_FLAGS floor_mode)
  * @return なし
  * @details
  * If the floor is an old saved floor, it will be\n
- * restored from the temporal file.  If the floor is new one, new current_floor_ptr->grid_array\n
+ * restored from the temporal file.  If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
  * will be generated.\n
  */
-void change_floor(BIT_FLAGS floor_mode)
+void change_floor(player_type *creature_ptr)
 {
        saved_floor_type *sf_ptr;
        bool loaded = FALSE;
@@ -1100,7 +1100,7 @@ void change_floor(BIT_FLAGS floor_mode)
        current_world_ptr->character_dungeon = FALSE;
 
        /* No longer in the trap detecteded region */
-       p_ptr->dtrap = FALSE;
+       creature_ptr->dtrap = FALSE;
 
        /* Mega-Hack -- no panel yet */
        panel_row_min = 0;
@@ -1109,14 +1109,14 @@ void change_floor(BIT_FLAGS floor_mode)
        panel_col_max = 0;
 
        /* Mega-Hack -- not ambushed on the wildness? */
-       p_ptr->ambush_flag = FALSE;
+       creature_ptr->ambush_flag = FALSE;
 
        /* No saved floors (On the surface etc.) */
-       if (!(floor_mode & CFM_SAVE_FLOORS) &&
-           !(floor_mode & CFM_FIRST_FLOOR))
+       if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
        {
-               /* Create current_floor_ptr->grid_array */
-               generate_random_floor(current_floor_ptr);
+               /* Create creature_ptr->current_floor_ptr->grid_array */
+               generate_random_floor(creature_ptr->current_floor_ptr);
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1144,13 +1144,13 @@ void change_floor(BIT_FLAGS floor_mode)
                                loaded = TRUE;
 
                                /* Forbid return stairs */
-                               if (floor_mode & CFM_NO_RETURN)
+                               if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
                                {
-                                       grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                        if (!feat_uses_special(g_ptr->feat))
                                        {
-                                               if (floor_mode & (CFM_DOWN | CFM_UP))
+                                               if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
                                                {
                                                        /* Reset to floor */
                                                        g_ptr->feat = feat_ground_type[randint0(100)];
@@ -1169,30 +1169,30 @@ void change_floor(BIT_FLAGS floor_mode)
                 * Stair creation/Teleport level/Trap door will take
                 * you the same floor when you used it later again.
                 */
-               if (p_ptr->floor_id)
+               if (creature_ptr->floor_id)
                {
-                       saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
+                       saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
 
-                       if (floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                        {
                                /* New floor is right-above */
                                if (cur_sf_ptr->upper_floor_id == new_floor_id)
-                                       sf_ptr->lower_floor_id = p_ptr->floor_id;
+                                       sf_ptr->lower_floor_id = creature_ptr->floor_id;
                        }
-                       else if (floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                        {
                                /* New floor is right-under */
                                if (cur_sf_ptr->lower_floor_id == new_floor_id)
-                                       sf_ptr->upper_floor_id = p_ptr->floor_id;
+                                       sf_ptr->upper_floor_id = creature_ptr->floor_id;
                        }
                }
 
                /* Break connection to killed floor */
                else
                {
-                       if (floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                                sf_ptr->lower_floor_id = 0;
-                       else if (floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                sf_ptr->upper_floor_id = 0;
                }
 
@@ -1202,17 +1202,17 @@ void change_floor(BIT_FLAGS floor_mode)
                        MONSTER_IDX i;
                        GAME_TURN tmp_last_visit = sf_ptr->last_visit;
                        GAME_TURN absence_ticks;
-                       int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
+                       int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
                        GAME_TURN alloc_times;
 
                        while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
                        absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
 
                        /* Maintain monsters */
-                       for (i = 1; i < current_floor_ptr->m_max; i++)
+                       for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
                        {
                                monster_race *r_ptr;
-                               monster_type *m_ptr = &current_floor_ptr->m_list[i];
+                               monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
 
                                if (!monster_is_valid(m_ptr)) continue;
 
@@ -1246,9 +1246,9 @@ void change_floor(BIT_FLAGS floor_mode)
                        }
 
                        /* Maintain artifatcs */
-                       for (i = 1; i < current_floor_ptr->o_max; i++)
+                       for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
                        {
-                               object_type *o_ptr = &current_floor_ptr->o_list[i];
+                               object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
 
                                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -1293,68 +1293,68 @@ void change_floor(BIT_FLAGS floor_mode)
                                msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
 
                                /* Create simple dead end */
-                               build_dead_end(current_floor_ptr);
+                               build_dead_end(creature_ptr->current_floor_ptr);
 
                                /* Break connection */
-                               if (floor_mode & CFM_UP)
+                               if (creature_ptr->change_floor_mode & CFM_UP)
                                {
                                        sf_ptr->upper_floor_id = 0;
                                }
-                               else if (floor_mode & CFM_DOWN)
+                               else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                {
                                        sf_ptr->lower_floor_id = 0;
                                }
                        }
                        else
                        {
-                               /* Newly create current_floor_ptr->grid_array */
-                               generate_random_floor(current_floor_ptr);
+                               /* Newly create creature_ptr->current_floor_ptr->grid_array */
+                               generate_random_floor(creature_ptr->current_floor_ptr);
                        }
 
                        /* Record last visit current_world_ptr->game_turn */
                        sf_ptr->last_visit = current_world_ptr->game_turn;
 
-                       /* Set correct current_floor_ptr->dun_level value */
-                       sf_ptr->dun_level = current_floor_ptr->dun_level;
+                       /* Set correct creature_ptr->current_floor_ptr->dun_level value */
+                       sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
 
                        /* Create connected stairs */
-                       if (!(floor_mode & CFM_NO_RETURN))
+                       if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
                        {
                                /* Extract stair position */
-                               grid_type *g_ptr = &current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                               grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                /*** Create connected stairs ***/
 
                                /* No stairs down from Quest */
-                               if ((floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
+                               if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->current_floor_ptr->dun_level))
                                {
-                                       g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
 
                                /* No stairs up when ironman_downward */
-                               else if ((floor_mode & CFM_DOWN) && !ironman_downward)
+                               else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
                                {
-                                       g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
                                }
 
                                /* Paranoia -- Clear mimic */
                                g_ptr->mimic = 0;
 
                                /* Connect to previous floor */
-                               g_ptr->special = p_ptr->floor_id;
+                               g_ptr->special = creature_ptr->floor_id;
                        }
                }
 
                /* Arrive at random grid */
-               if (floor_mode & (CFM_RAND_PLACE))
+               if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
                {
                        (void)new_player_spot();
                }
 
                /* You see stairs blocked */
-               else if ((floor_mode & CFM_NO_RETURN) && (floor_mode & (CFM_DOWN | CFM_UP)))
+               else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
                {
-                       if (!p_ptr->blind)
+                       if (!creature_ptr->blind)
                        {
                                msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
                        }
@@ -1376,7 +1376,7 @@ void change_floor(BIT_FLAGS floor_mode)
        }
 
        /* Place preserved pet monsters */
-       place_pet(p_ptr);
+       place_pet(creature_ptr);
 
        /* Reset travel target place */
        forget_travel_flow();
@@ -1385,25 +1385,25 @@ void change_floor(BIT_FLAGS floor_mode)
        update_unique_artifact(new_floor_id);
 
        /* Now the player is in new floor */
-       p_ptr->floor_id = new_floor_id;
+       creature_ptr->floor_id = new_floor_id;
 
        /* The dungeon is ready */
        current_world_ptr->character_dungeon = TRUE;
 
        /* Hack -- Munchkin characters always get whole map */
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
-               wiz_lite(p_ptr, (bool)(p_ptr->pclass == CLASS_NINJA));
+       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+               wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
-       current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+       creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
 
        /* No dungeon feeling yet */
-       p_ptr->feeling_turn = current_floor_ptr->generated_turn;
-       p_ptr->feeling = 0;
+       creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
+       creature_ptr->feeling = 0;
 
        /* Clear all flags */
-       floor_mode = 0L;
+       creature_ptr->change_floor_mode = 0L;
 
-       select_floor_music(p_ptr);
-       p_ptr->change_floor_mode = 0;
+       select_floor_music(creature_ptr);
+       creature_ptr->change_floor_mode = 0;
 }